Turned tabs to 4 spaces in the actors scripts and get rid of useless global variables.
Turned the ReloadSprite() function back to a c++ one.

Linked to #112:
As shirish reported having 'virtual function called' based segfault,
and as the bug happens within the function that reload the sprite,
I've suspected the map sprite reference badly taken has a map object
one, or something similar.

If it's not the case, at least this will be a cause less to see that
bug, or it will throw the error from within a c++ function, which
is more talkative with gdb.

A more general global variable hunt is also to be made also to
possibly get rid of that bug as well as the others.
Misc global lua var hunt 1

- Remove the useless map reference when saving a map in the editor
- Turned instance var to local (and this is faster btw)
- make the kalya_sprite be set to a new pointer instead of being init (if init at all on second map load?) to nil.
Got rid of superfluous global var related code.

Also moved the level cap into the new game call to permit other tests
to happen at any level.
Turned all the zones global variables into local ones.

It is faster and will avoid names collisions that might have led to
crashes.